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AllenWL

Content count

1,090

Joined

22 Nov 2013

Last visited

14 Jun 2015

Community Reputation

186Excellent

6 Followers

About AllenWL

Rank

Silver Miner

Profile Information

GenderNot Telling

LocationSouth Korea

InterestsPlaying the new games I got from my friend in the US(My DS is from the US, so chips here don't work, meaning every time I want a new chip, I have to ask my friends) and wondering if this extremely long location profile/thingy is needed but writing it anyways because I'm really board and noone's home And I just realized that I spelled bored wrong but I'm not fixing it because I'm too lazy and I also just realized that this is less of a location and more of a me ranting about how bored I am.

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I'm not a historian so I could be very wrong, but to my knowledge, stew and soups, for a long time, was a meal for the poor(well, I guess sorta, like the cabbage stews and pea soup and such, not any fancy meat stew or whatever), and a way to stretch food supplies. You could easily feed many people by dumping what food you had in the pot with plenty of water and boiling it, and the liquid would more or less 'swell' the amount of food you got.(Ok, so a bowl of slightly-radish flavored water wasn't very nutritious, sure, but hey, it fills your stomach[shrugs]) Currently salads are the simplest kind of meals, which can be made straight from the stone age, and sandwiches are a more advanced type of meal, which is made in the metal age. So here's how I think soups/stews could be implemented. Creation: You would get a ceramic vessel, and put it on top of a firepit to make a cooking pot. The pot would have a slot for adding water, a liquid inventory for water/soup, and five ingredient slots. Once you add the water and ingredients, all ingredients would be used up to make the stew. You would be able to use raw, refined grains as a ingredient for soup. The amount of soup you get would depend on the amount of water, rather then the amount of ingredients in the soup, and the more water you add in, the weaker the taste if the resulting stew would be, meaning that if you put a large amount of water and little food to make soup, the soup will have very weak taste, and most will not find it tasty. Stew would restore a little thirst and the same amount of hunger as a food of the same weight, so it could be used to stretch food supplies(a 10 ounce piece of pork, when dumped in enough water, could end up as say, 100oz of soup[or ultra-thin broth I suppose] or more, drastically stretching your food supplies), but it will restore nearly no nutrition, so a diet of thin stew would keep you going, but not be all that better then not eating at all. However, the higher the food-to-water ratio, the 'thicker' the stew would be, and the thicker the stew, the more nutrients it would restore, so in theory, while soup could be the ultimate 'poor man's food' by adding minimum ingredients, it could also be the ultimate luxury food by adding tons of ingredients in it.

I agree with Atharsea. The current light sources seem to be very 'all or nothing' in it's ways. You either get a stone-age(actually more of a pre-stone age) torch that lasts about two days, or a iron-age lantern that lasts 80-something days. And while lighting might be 'necessary' it is something very desirable. Sure you can increase game brightness, but there is something about walking into a lit house, or wandering back after a long day's work and seeing the light shining through the windows at your house that gives you a good feeling. Without lighting, I can still see everything, sure, but it leaves a very empty and cold feeling that I don't really enjoy. A middle ground between those two would be very nice, and by making the process of turning fat into tallow/rendering beeswax need (pre-iron age) metal, it could make a nice bridge between two light sources.

'Only you can prevent cave-ins' Die from a cave-in 'Well, there goes that one' Destroy ores with a cave-in 'Well-done?' Burn meat. 'Whoops...' Make a messed up charcoal pit(you know, the kind that tends to burn down everything in it's path?) 'Blub blub blub' Drown 'No idea what this is, but I like it!' Make a ingot of unknown metal 'Not a useless metal' Beat something to death with a lead ingot 'Knowledge lost...' Die when at level 10 or higher. 'Out of the frying pan and into the fire' Die while on fire and standing on a firepit or any other food cooking method that I cannot recall just right now.

I highly disagree on aiming for a zombie's lower extremities, or decapitating. Both cases, while slowing down or stopping a zombie, will still leave a live head, which will be very tricky to spot due it it's reduced size and the fact that unlike a normal zombie that is standing upright, is crawling(or rolling) on the ground, and may cause casualties when stepped on. The point is to exterminate the undead, not turn them into landmines.

But, but... There are cows in the US(and other places, sure, but let's go with US. Everyone knows there's cows in the US!), and the US is on earth, and the earth is in the solar system, which is a part of the galaxy, which is in space, so there are cows in space! Unless... those aren't cows? .... What have I been eating!?!?!?!?

Seeing how lighting a fire is basically making a firestarter(two sticks) then spamming it on whatever you want to light(possibly putting up some thatch to stop rain), I don't think letting straw be used as tinder will really take away the 'challenge' in lighting fires

I'm pretty sure Enviromine does display ambient temperature, they just don't tell it to you in numbers. The temp bar has a white circle and two black arrows that both move separately. One shows body temperature, the other shows ambient temperature. The body temperature icon will slowly move towards the ambient temperature icon. Anyways Enviromines is very configurable, and you can change how each consumable, biome, armor, blocks, and held items/tools effect temprature. The hard part is finding all the id's for the biomes/blocks/items, and making it make work in a balanced way.

Have the player able to hold their breath longer if they drown? On the fishing thing, I think it might be nice if when you are experienced in fishing, you get more messages about it, like when you cast the line(or something else I suppose), you can get a message saying thins like 'There seems to be a lot of fish here, you will probably be able to catch a lot', 'You don't see much fish. It might take a while to catch some', 'There is no fish here, you're better off going somewhere else', or other messages like 'The line is getting taunt/stressed/whatever you call it, you might want to give some slack', 'The fish is getting away, reel the line' or something like that, kindof like advanced cooking/agriculture skill giving more information in the field.

I do believe he already has a config for water. I remember someone talking to him on the TFC water issue, and showing him the config they had and Cuchaz gave a update that he said 'should fix the water issue'

I know that, and yes, it was a fully charged shot. It was light, so the spider didn't agro until I shot it, which let me get one shot, then I ran away a bit and got another fully charged shot. Speaking of which, if you have plenty of wood to burn, putting a bunch of log piles somewhere then tossing a torch(or tossing lots of torches I suppose) on top of it can make a nice trap.

Huh, really? I don't really distance-snipe mobs because it feels sorta cheaty for me, so I attacked a spider like 10-ish blocks away. I got off one fully charged shot, then another, then the spider was on top of me, and I can't really recall if I fully charged before shooting or not due to panicking. In fact, now that I think about it, I'm not sure if my second shot was fully charged either. After that, I put spiders along with skeletons on my "Do not engage" list, so I never shot at them again. Time to try again? Also, for tips When fighting lots of non-ranged mobs, and you're having a hard time, run across ponds or jump into lakes and oceans. Knockback is increased, and mobs are much slower in water, so you can fight off multiple foes relatively safely. If you're fighting skeletons stayaway from water at all costs. It will most likely end up as your grave. Right-click a lit torch with sticks to turn all held stick into a torch instantly. While you lose 1/2 the torches you could have had, it saves a lot of time.

I think he's talking about the time it takes for the pit kiln to finish. Sure, it takes more resources and babysitting while the pit kiln-smelting is a set and forget(or set and nearly-forget I suppose), but overall, I'm pretty sure it takes less time then the time it takes for a pit kiln to finish. It just depends. If you have to do lots of other things and have plenty of time, the pit kiln method will be better, as it requires minimum attention and you can also do other things while the pit kiln burns, but if you need that tool right now, right this instant, a crucible will be better as you can melt the ore down and get the metal in a few moments, albeit at the cost of more resources. I think what he means is we would be able to line up a ton of crucibles of molten metal and molds, then kinda run along pouring the metal out of all of them, having them fill more or less simultaneously instead of feeding them in one at a time. And if we could just right-click to get the tool head out, all you would need to do to mass-produce tool heads will be to get lots of crucibles and molds, fill the crucibles up with metal, then simply walk down the line one way, tipping the metal in, then walk the other way, getting the heads out, and repeat. If done right, it will take much less time then opening up the crucible, waiting for each mold to fill one after the other, then putting each and every mold into your crafting grid to get the tool heads out.

The only time I made brass while trying to make a tool was because I confused zinc and tin. maybe they confused what ores to dump in? Or you could seporate the wiki page on alloys/metals to tool metals/alloys and 'non-tool/ingredient' metal/alloys.

Actually, no, I'm talking about the Ship mod(that's it's name. Literally), made by Cuchaz. In my opinion it's loads better then Archimedes' ships, which while nice, is very limited in what you can do while the ship is in motion.